Search found 20 matches

by preflex
Thu Apr 16, 2015 9:28 pm
Forum: Mod Development
Topic: Operation: Clonebay
Replies: 52
Views: 35689

Re: Operation: Clonebay

I've been working on enemy ships. http://s7.postimg.org/8ws9q23vv/Clonebay_0_0_95_1.png Not sure about how to align the floor. Centering it on the x-axis of the base image appears to always be ok. I don't get the Y. Also, not sure about slots on systems. From playing the game, it appears to just sel...
by preflex
Fri Apr 10, 2015 7:06 pm
Forum: Mod Development
Topic: Operation: Clonebay
Replies: 52
Views: 35689

Re: Operation: Clonebay

So I discovered a thing about systems. I didn't know where to post this discovery, but I thought maybe it could be useful here: <event> <text>This is how you get systems in events</text> <system name="shields"/> </event> I'm not sure I understand. Is this an event that rewards the player ...
by preflex
Wed Apr 08, 2015 10:42 pm
Forum: Mod Development
Topic: Operation: Clonebay
Replies: 52
Views: 35689

Re: Operation: Clonebay

Superluminal uses bigger sprites for doors intentionally; this is to make them easier to manipulate in the editor. Also of note is that your floor image appears to be one pixel off in each direction; I think it has to do with how FTL loads images. 'door_sheet', not 'door_sheet_large'. D'oh! Fixed t...
by preflex
Wed Apr 08, 2015 10:11 pm
Forum: Mod Development
Topic: Operation: Clonebay
Replies: 52
Views: 35689

Re: Operation: Clonebay

Doors and crew now appear to be properly placed.

Image

That doesn't look like the right sprite for the doors. It looks too big.
by preflex
Wed Apr 08, 2015 2:08 pm
Forum: Mod Development
Topic: Operation: Clonebay
Replies: 52
Views: 35689

Re: Operation: Clonebay

xxcrash101xx wrote:i really dont know if fire is with android but im sure it isnt and now im kinda sad


Cheer up. It should be fine.
http://en.wikipedia.org/wiki/Fire_OS
by preflex
Mon Apr 06, 2015 12:11 am
Forum: Mod Development
Topic: Operation: Clonebay
Replies: 52
Views: 35689

Re: Operation: Clonebay

That's because each mannable system has a different default : ⋅ Clonebay: 1, none ⋅ Doors: 0, up ⋅ Engines: 2, down ⋅ Medbay: 1, none ⋅ Piloting: 0, right ⋅ Sensors: 1, up ⋅ Shields: 0, left ⋅ Weapons: 1, up Those value...
by preflex
Fri Apr 03, 2015 9:18 am
Forum: Mod Development
Topic: Operation: Clonebay
Replies: 52
Views: 35689

Re: Operation: Clonebay

Engines should have a slot, I think. That's been my experience when using Superluminal, at least. The specific XML mentioned was quoted directly from the Kestrel C (PLAYER_SHIP_HARD_3). It's the first ship that loads on my system (Python is weird, YMMV). <systemList> <pilot power="1" room...
by preflex
Fri Apr 03, 2015 1:23 am
Forum: Mod Development
Topic: Operation: Clonebay
Replies: 52
Views: 35689

Re: Operation: Clonebay

I've been working on crew-related stuff the last few days. I'm a bit confused on how to place them. For some systems, the entry in the systemlist looks like this: <pilot power="1" room="11" start="true" img="room_pilot"> <slot> <direction>right</direction> <nu...
by preflex
Sun Mar 29, 2015 8:03 pm
Forum: Mod Development
Topic: Operation: Clonebay
Replies: 52
Views: 35689

Re: Operation: Clonebay

Some new screenshots.

Image
Image
Image
by preflex
Fri Mar 27, 2015 9:29 am
Forum: Mod Development
Topic: Operation: Clonebay
Replies: 52
Views: 35689

Re: Operation: Clonebay

Instead of a steady stream of commits, I have just pushed one big one. Lots of progress on events, and I cleaned up some ugly stuff. Also started some work on building layouts, and figured out a good way to generate them (but haven't implemented it yet). Note for me: file = open(filename, encoding=&...